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Turtle Race for 5e (From WotC Forums)
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<blockquote data-quote="TheWhiteSpark" data-source="post: 6708360" data-attributes="member: 6801672"><p>DrOct, here is my attempt so far at a turtle race, i really liked your idea of the stealth thing, as they are stealth hunters, but i haven't worked that in my idea yet.</p><p></p><p></p><p>Also, i'm basing this on Coronoides analysis of racial abilities and the point values he assigned. At least, mostly, some of the stuff i'm not sure on.</p><p></p><p><strong>Turtlemen</strong></p><p></p><p>+1 Wis (2 points)</p><p>-1 Dex (-2 Points)</p><p>Amphibious: Swim speed of 30 ft. Hold breath for CON score minutes (0 Points)</p><p>Shell and scales: +2 AC, stacks with other sources of AC (12 Points)</p><p>Land speed of 25ft (-4 points)</p><p></p><p>Total: 8 Points</p><p></p><p>Pick a subrace:</p><p></p><p><strong>Shell-dwellers</strong></p><p>Retracting Shell: When using the Dodge action you don’t have to see the attacker to apply disadvantage to their attacks, and can use it with a movement speed of 0. Additionally, when attacked you can use a reaction to take a Dodge action (before seeing the roll), applying disadvantage only to the triggering attack. You must be aware of the attack to use Dodge as a reaction in this way. (4 Points? I have no idea, its like Warning Flare but unlimited use, so its probably too good for 4 points, needs balancing)</p><p></p><p><strong>Strong Jaws</strong></p><p>Bite attack: You have a natural bite attack. As a standard action, you can make an attack (STR based), adding your proficiency bonus. This attack deals 1D10+(STR) (2.5 Points)</p><p>+1 STR (2 Points)</p><p></p><p></p><p>Shell-Dwellers would be at 12 points, unless Retracting Shell costs more.</p><p></p><p>Strong Jaws would be at 12.5 points.</p><p></p><p>I based the two subraces on Wood Turtles and Snapping turtles. Did you know Snapping Turtles cannot retract into their shells? Crazy. Convenient for balancing and concept though.</p></blockquote><p></p>
[QUOTE="TheWhiteSpark, post: 6708360, member: 6801672"] DrOct, here is my attempt so far at a turtle race, i really liked your idea of the stealth thing, as they are stealth hunters, but i haven't worked that in my idea yet. Also, i'm basing this on Coronoides analysis of racial abilities and the point values he assigned. At least, mostly, some of the stuff i'm not sure on. [B]Turtlemen[/B] +1 Wis (2 points) -1 Dex (-2 Points) Amphibious: Swim speed of 30 ft. Hold breath for CON score minutes (0 Points) Shell and scales: +2 AC, stacks with other sources of AC (12 Points) Land speed of 25ft (-4 points) Total: 8 Points Pick a subrace: [B]Shell-dwellers[/B] Retracting Shell: When using the Dodge action you don’t have to see the attacker to apply disadvantage to their attacks, and can use it with a movement speed of 0. Additionally, when attacked you can use a reaction to take a Dodge action (before seeing the roll), applying disadvantage only to the triggering attack. You must be aware of the attack to use Dodge as a reaction in this way. (4 Points? I have no idea, its like Warning Flare but unlimited use, so its probably too good for 4 points, needs balancing) [B]Strong Jaws[/B] Bite attack: You have a natural bite attack. As a standard action, you can make an attack (STR based), adding your proficiency bonus. This attack deals 1D10+(STR) (2.5 Points) +1 STR (2 Points) Shell-Dwellers would be at 12 points, unless Retracting Shell costs more. Strong Jaws would be at 12.5 points. I based the two subraces on Wood Turtles and Snapping turtles. Did you know Snapping Turtles cannot retract into their shells? Crazy. Convenient for balancing and concept though. [/QUOTE]
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